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  1. #1
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Sandpark View Post
    1. Do you mean those npcs out in the middle of nowhere with no name tag? Because I have never seen my retainers out in the field.
    Yes, I was referring to those NPCs. In several of the 2.0 areas NPCs wearing the retainer uniform will local spawn (spawning only on your computer/ps4) and act out various gathering actions (mining/logging/fishing/etc). They can't really do your retainers due to retainer data not being stored on your pc/ps4.
    2.Those are not really as deep or involving as Besieged. The closest thing this game had was Hamlet which got canned. But it still was no Besieged.
    Attack on Highbridge plays out pretty much like a scaled down (and more sane) Besieged.
    • Attack on Highbridge: Prelude - Qirin attack the number of Brass Blades NPCs that survive the fate determine the number of generic NPC defenders during the subsequent FATEs.
    • Attack on Highbridge: Act I - Qirin continue to attack now trying to destroy supply boxes and kidnap civilian NPCs. 3 named NPCs that make a lot of double entendre lead the way. All crates destroyed/civilian Npcs kidnapped is a failure any saved crates/civilians are carried over to Act II.
    • Attack on Highbridge: Act II - Qirin notorious monster attacks. Must kill the NM while continuing to defend crates/civilians.
    • Attack on Highbridge: Act III - Attack on Qirin camp to rescue any kidnapped civilians/kill the Amalj'aa mastermind.
    • If Acts I through III are failed the shop at Highbridge has a very limited selection until the chain is successfully completed and a modified version of Act III (Attack on Highbridge: Denouement) must be completed to reset the npcs.

    There you have it.

    3.I don't PvP much but if it exist there that's cool. I want PvE versions.
    Since all zones need to be timeline "neutral" that is not really possible.
    (0)

  2. #2
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Has anyone considered the fact that the majority of the zones are wilderness? Why should anyone expect those to be crowded?

    However I think the wilderness would benefit from more npcs than just quest/hunt mobs. WoW has critters (squirrels, rabbits, etc) and having something like that in XIV would only bring more life.
    (0)

  3. #3
    Player
    Hycinthus's Avatar
    Join Date
    May 2012
    Location
    Limsa Lominsa
    Posts
    758
    Character
    Alonzo Vivas
    World
    Exodus
    Main Class
    Paladin Lv 100
    Remove teleport.

    Not all teleport needs to be removed though. Just Leave about 6 major teleport hubs, like in FFXI. 1 in Thanalan, 1 in shroud, 1 in noscea, 1 in mor dhona, 1 in Fringes, 1 in Doma.

    That's it. This will encourage people to use airships, boats, to access major cities that dont have teleport. And make those airship, boat, and yes, let's implement the Thanalan train , not skippable cutscene, make them real time but not too long. In FFXI even if you want to go to a major city, you had to do this.

    If you want to go further, have only Healers able to teleport to encourage interaction between players.
    (7)

  4. #4
    Player
    uvuvwevwevweonyetenyevweugwemu's Avatar
    Join Date
    Dec 2016
    Posts
    408
    Character
    Pa Lin'guine
    World
    Siren
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Hycinthus View Post
    Remove teleport.
    I used to have an efficient route stickied on screen for going to places.
    I'd love this idea if it wasn't for unspoiled/timed gathering nodes.
    They already extended the time because people panic when they missed the schedule.
    (0)

  5. #5
    Player
    Blackcanary's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lermosa
    Posts
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Hycinthus View Post
    Remove teleport.

    Not all teleport needs to be removed though. Just Leave about 6 major teleport hubs, like in FFXI. 1 in Thanalan, 1 in shroud, 1 in noscea, 1 in mor dhona, 1 in Fringes, 1 in Doma.

    That's it. This will encourage people to use airships, boats, to access major cities that dont have teleport. And make those airship, boat, and yes, let's implement the Thanalan train , not skippable cutscene, make them real time but not too long. In FFXI even if you want to go to a major city, you had to do this.

    If you want to go further, have only Healers able to teleport to encourage interaction between players.

    yes to this 10 times over.
    (1)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Blackcanary View Post
    yes to this 10 times over.
    I'm not strictly a fan of teleport removal, but just to throw this out there:

    In 1.x, Teleports were not linked to gil. Instead, they were linked to a slowly regenerating resource called anima. This made for reduced proportion of teleports overall, while also being more casual-friendly (or high-playtime-unfriendly, since you only had, essentially, x teleports per day/week/etc.). Additionally, teleports were more spread out, but there were also hubs alike to Souls-ish aether-fissures that you could make a home point. This allowed you to return relatively quickly upon death (more important in that mob camp grinding back then was much more productive, but with such activity came a higher chance of death), but meant that you were still traveling fairly large distances routinely, taking in the landscape. That said, more mission check-ins were also completed via linkpearl...
    (0)
    Last edited by Shurrikhan; 08-19-2017 at 03:31 PM.

  7. #7
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Hycinthus View Post
    Remove teleport.
    Please god no.

    This accomplishes nothing except forcing people to spend more time in the open world running from point A to point B. Black Desert does this and I could only appreciate the same vista so long before I grew entirely bored. I don't want to spend my time travel, I want to do something. Making transportation unskippable cut scenes is equally arbitrary. You know would do? They got up from their desk and did something else while waiting for the game to finish it's silly boat ride. Doing either of these are a great way to encourage even more people to idle in certain solutions because they don't want to waste time.
    (1)

  8. #8
    Player
    Tsunenori's Avatar
    Join Date
    Aug 2013
    Posts
    251
    Character
    Shima Kyaro
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Every so often I put a month back on WoW just to poke around and get it out of my system, and every time I do I always find myself marveling at how different the worlds feel. After Stormblood I had this lingering feeling that I just preferred the A Realm Reborn zones, but I wasn't able to quite put my finger on why other than the new zones being less "interactive." It's with the help of some of those WoW zones that I think I can better describe it though.

    The Heavensward and Stormblood zones feel artificial. They don't feel like they're alive, they do genuinely just feel like large hubs. So, I'll try to qualify that statement. If I'm going through some random zone in WoW everything has a place. If you're near a river, you'll find a small ecosystem of hostile and nonhostile enemies that make sense, like crocodiles and insects and fish. You go a little further away into the woods and you find inland creatures, like deer and wolves. The world between is sprinkled with little signs of life, like birds and rabbits and whatever else. The birds fly away when you get near, the rabbits are being chased by wildlife, there are packs of wolves with little cubs, dens of slumbering bears, and so forth. Some NPCs patrol around large areas instead of walking back and forth in their designated spot like others. Zones are sprinkled with small settlements, ruins of ancient civilizations, abandoned buildings, and all kinds of little nooks and crannies that have strong visual storytelling to help bring the player into the moment and make them feel like they're a part of a larger world.

    A Realm Reborn never exactly did this to an extreme, but it did have a healthy mix of hostile and non-aggressive enemies instead of a world that felt like it just always wanted you dead no matter where you were (which is particularly annoying for gathering imo). Also, because the zones were smaller, it was a lot easier for them to cluster enemies in groups that felt more natural as well, compared to these sprawling zones from Heavensward and Stormblood that look very pretty but feel like a dropper tool was used to place enemies in an area before moving to another to do the same. One example I like to use is the random Jellyfish behind Onokoro hanging out near some pine trees. What's their deal? I'm sure some of it is to try to emphasize that these areas are harsh and war-torn and all that's been able to thrive in such an environment are the most aggressive species, but if that's the case then maybe it's time to diversify the kinds of zone stories we're trying to tell in order to diversify the experience we're able to give players as they quest and level and go through their daily rituals.

    A Realm Reborn was also fairly good at giving you a healthy amount of exploration within settlements compared to its successors. If anyone remembers one of the MSQ quests where you had to go into the jail in Whitebrim, and despite it being such a small building on the outside it goes down like 2-3 stories underground. Sure, it's mostly barren stone walls in there, but it's still a neat touch. I've mentioned the Mun-Tuy Cellars before on this forum as well, I think. The connection between South Shroud and East Shroud could have easily been a generic rock tunnel but instead it's this lovely brewery with like 3-4 little siderooms and NPCs doing their jobs, and you can just give it a little look around. It fills in the world more, helps bring it to life.

    That's not to say Heavensward and Stormblood are entirely devoid of these kinds of things. I think the Xaela camps in The Azim Steppe are good about this, with all the yurts you can go into and NPCs to talk to. There are small areas in Heavensward I enjoyed as well, like the kitchen in Falcon's Nest or the buildings and stables in Tailfeather, but the inclusion of these kinds of world-building areas has diminished significantly across all zones in a way that I think is kind of unfortunate. The zones truly are becoming more and more beautiful to look at now, I'd just also love to see some of that money and development go into making them feel more alive. As it stands, they've got a case of "wide as an ocean, deep as a puddle" syndrome.
    (10)

  9. #9
    Player
    Naunet's Avatar
    Join Date
    Aug 2013
    Posts
    3,004
    Character
    Mide Uyagir
    World
    Coeurl
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Tsunenori View Post
    <excellent stuff>
    You've worded this beautifully and perfectly. Yes to all of it!
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Tsunenori View Post
    [Good insights]
    :: It's but a memory of a memory now, but I could have sworn the guards at the entrance to the Mun Tuy Cellars back when it was a leveling/leve/NM labyrinth area, rather than a mere tunnel, in 1.x had some decent jokes about... life when being a guard at the entrance to Mun Tuy Cellars. I'm glad at least that while the sub-zone was effectively removed, it remained at least a bridge between larger zones. Sadly, I don't think it points out a willingness to detail as a hesitation to anger Legacy players even further (especially after turning Sorrel Havens into a dry well when it was a huge misty river) that extended about the length of the Saghali Desert).

    The Xaela camps in the Azim Steppes are actually one of my own core examples of missed opportunity. You get to see these different cultures during the MSQ, but it ends at the point of baiting any interest player. "What now?" An incredible opportunity for meaningful, dynamic daily-like activities just stops there with the completion of the zones quests, which have yet to show any real attempt at interesting mechanics. And, to be honest, given what we know of the steppes... the zone honestly felt far too small to be housing its alleged numbers, much like Doma is apparently a nation with the population of one tiny village and captives that can seemingly only come from one other, now-ruined, similarly small village. It feels... off.

    Take a typical tiny zone arc from WoW for comparison. Enter the frey, find maps to leaders (likely keeping the prisoners), free prisoners, use said prisoners to set the enemy camp into frenzy while locating key lore to be used later; return the engineer (one of said prisoners) so that he can build your aircraft to get around cliffside defenses, attack runebinders not only to dismantle defenses and draw out officers but take their items necessary for seeing into the past around ritual bonfires, which in turn makes available new strategies and proposes new plot arcs, dismantle anti-air defenses, set up and defend a flag to move enemies to your position for as long as possible, hyjack the AA guns to take out as many reinforcements as possible before launching yourself out one such AA gun in order to return to your base.

    Compare the above to: found sheep, (irrelevant to prior) lit some lanterns, (irrelevant to prior) delivered a letter, (irrelevant to prior) fended off a few bandits, (irrelevant to prior) gathered weeds, (irrelevant to prior) led a guy to someplace where (off-screen) he apparently learned he was good with his fists, (irrelevant to prior) talked to locales, (irrelevant to prior) did some weird gauntlet run for some guy, (irrelevant to prior) killed some bear-things... There's definitely something missing from the idea of quest synergy, not to mention the engagement in quest mechanics themselves or visual storytelling. For all the stock-animation and standard-pan cutscenes in this game, they do a fairly poor job of conveying lore or more immediate story relative to the soft phasing and ingame unlocked cinematics that WoW's been using since its first expansion and have been prevalent since the second (2008).

    :: Personally, I'm not as put off by less settled zones of Stormblood and especially Heavensward as I was by the fact that the highly settled zones of ARR lent themselves to expectations that weren't met, from Yellow Jacket guard posts and their observation blimps doing absolutely nothing, to their being no patrol or other reasonable elements in military strongholds (generally beastmen camps), to the lack of any interesting dialogue from the wardens of smaller camps, the limitations of NPC interactions, etc., to even the apparent superfluousness of structures given their having no ostensible function. In Stormblood, the Lochs had a similar dissonance to it. How would a nation never more than thrice Ulduh's population have a city more than twenty times its size, even when one excludes the vast areas of sunken/flooded structures beneath? It took me out of the experience to "well, some zone artist really had fun with this..." By comparison, I found most of Heavensward's feeling somehow more right, simply because they felt historied and like we were arriving in a very specific time and therefore perspective of that area, but they didn't feel contradictory.

    tl;dr: Something, something, utility and scale.
    (5)
    Last edited by Shurrikhan; 08-17-2017 at 12:55 PM.

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